It seems almost unthinkable that a concept as simple in its inception as that of Tomb Raider- lone explorer traipses into ancient tombs- could still be going all these years after the series first saw life. And yet here we are, over a dozen games later and with a different developer at the helm, and we're still getting all enthusiastic about miss Croft's latest adventure.
To be fair, this has a lot to do with Crystal Dynamic's reinvention of the series with Legend, and subsequent back-to-basics Anniversary. Underworld is looking to pick up where both games left off, taking story threads from both and weaving them into one of the largest, grandest adventures Lara has ever embarked upon.
The demo on offer gives us only a hint of the adventure to come, but what it does best is show off the new systems and mechanics that are in place for this latest game. From the outset, Underworld looks and feels different. Bigger, more organic somehow; the lush scenery of Thailand boasts more life and detail than previous games have ever tried to accomplish: an indication of the improvements in graphics technology on one hand, but a clear sign of the direction Crystal Dynamics has in mind for the series: progression.
The idea is evident in Lara herself as well. Now motion-capped for the first time in her virtual life, she moves more fluidly and realistically than ever, and next gen trickery is in full force. Not only will she emerge soaking wet from water, but rolling and tumbling about will leave her skin and clothes plastered with dirt and dust. More noticeable is the same level of detail applied to the environment: birds perch on scenery, grass sways gently in the breeze, bending as Lara pushes her way past. Even the creatures you'll fight in the course of the demo- making use of the familiar auto-aim system coupled with a modified, less intrusive version of Anniversary's adrenaline dodges- seem altogether more believable, more dangerous, more real.
Lara's arsenal of moves has also been expanded upon. Now she can move around much more freely, performing wall-flips and graceful swings with ease, but you still might notice the same camera issues that dogged certain sections of Legend and Anniversary, where the camera just can't seem to find the right angle, and gets stuck on some scenery instead. It's not a huge problem, but we had to redo one section of jumps several times because the camera was sending the controls rather squiffy.
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